//#include "Brick.h"
////#include "Global.h"
//#include "Resource.h"
//
//Brick::Brick(LPDIRECT3DDEVICE9 d3ddv, LPDIRECT3DSURFACE9 BackBuffer, LPD3DXSPRITE SpriteHandler, float x, float y) : Object(x, y)
//{
//	//_sprite = new Sprite(SpriteHandler, ResourceMng::GetInst(d3ddv, BackBuffer)->GetTexture(L"..\\Resources\\Images\\wallred.png"), 0, 0);
//	//_sprite = new Sprite(SpriteHandler, ResourceMng::GetInst(d3ddv, BackBuffer)->GetTexture(L"..\\Resources\\Images\\Gach.png"), 0, 0);
//	_sprite = new Sprite(SpriteHandler, ResourceMng::GetInst(d3ddv, BackBuffer)->GetTexture(L"..\\Resources\\Images\\Brick.png"), 0, 0);
//	//_sprite->SetFrame(4,4);
//	//ResetRect();
//}
//
//Brick::~Brick()
//{
//	/*if (_sprite != NULL)
//	{
//		delete _sprite;
//	}*/
//}
//
////void CLand::Init(LPDIRECT3DDEVICE9 d3ddv, LPDIRECT3DSURFACE9 BackBuffer, LPD3DXSPRITE SpriteHandler)
////{
////	//_sprite = new Sprite(SpriteHandler, ResourceMng::GetInst(d3ddv, BackBuffer)->GetTexture(L"..\\Resources\\Images\\wallred.png"), 0, 0);
////	/*_sprite = new Sprite(SpriteHandler, ResourceMng::GetInst(d3ddv, BackBuffer)->GetTexture(L"..\\Resources\\Images\\Gach.png"), 0, 0);
////	ResetRect();*/
////
////}
//
////void Brick::Update(int _ScreenWidth, int _ScreenHeight, float gameTime)// : Object::Update(_ScreenWidth, _ScreenHeight, gameTime)
////{
////	
////	Object::Update(_ScreenWidth, _ScreenHeight, gameTime);
////	//_sprite->Update(gameTime);
////	ResetRect();
////}
//
//void Brick::Render()
//{
//	//Object::Draw(spriteHandler);
//	/*float x = this->m_pos.x;
//	float y = m_pos.y;*/
//	//_sprite->SetFrame(0,1);
//	//_sprite->SetFrame(4,4);
//	//ResetRect();
//	_sprite->Render(_x, _y);
//}
//
//OBJECT_TYPE Brick::GetTypeObject()
//{
//	return OBJECT_LAND;
//}
//
//void Brick::ResetRect()
//{
//	_rectBond.left = _x;
//	_rectBond.right = _rectBond.left + _sprite->texture->_Width;
//	_rectBond.top = _y;
//	_rectBond.bottom = _rectBond.top + _sprite->texture->_Height;
//}
//
//void Brick::Update(list<Object*>* staObjs, list<Object*>* dynObjs, DxInput* input, float gameTime)
//{
//	//Object::Update(_ScreenWidth, _ScreenHeight, gameTime);
//	//_sprite->SetFrame(4,4);
//	_sprite->Update(gameTime);
//	
//	ResetRect();
//}